(ACtA:SF) Looking Ahead: War in Two Galaxies

Nerroth

Mongoose
From what I've seen in various places concerning what is likely to be part of the second wave of releases for A Call to Arms: Star Fleet (and Starline 2500), it seems that the Tholian Attack and Battleships Attack modules are fairly high on the ships-to-crib-from list. (I would mention the Fed BB and DNL already getting 3D model previews as evidence; but the provisional "Battleships" in book 2's name is perhaps a more obvious giveaway, though we haven't seen any of the FC:TA stuff float over just yet.)

So, if both modules are in play, it seems a fairly safe bet that we'll get the range of Neo-Tholian and Seltorian ships seen in both modules; but even if either (or both) fleets end up being pushed back for some reason, their presence in FC makes it likely they will show up eventually. Either way, both empires would be set to offer some interesting options once they land on the tabletop.


In the Star Fleet Universe, the Tholians originate in the M81 Galaxy, which they gradually conquered and ruled fror centuries before being overthrown (and virtually exterminated as a species) in the Seltorian Revolt.

The "TV" Tholian ships are derived from the police ships used by the Tholian Will back in the home galaxy; the old Tholian Navy flew very different hulls, and used technologies that were mostly lost to the Holdfast Tholians prior to the arrival of a naval exile fleet (known to the Federation as the 312th Battle Squadron) during the height of the General War. (Since the UFP didn't know that these were old ships from another galaxy when they first encountered them, they mistook them for new construction; thus referring to them as "Neo-Tholian" ships. Even after the truth of the matter was made clear, the distinction between "Archeos" and "Neos" stuck.)

The Neo-Tholian ships range from the diminutive NFF all the way up to the fearsome NBB; though historically the 312th was centred on the NCLs, NCAs and NDNs that were in a viable enough condition to enter service in the Milky Way. (The Holdfast sphere had a handful of NDDs and NFFs when they first arrived, but these were all lost in early wars with the Klingons; while there was no NBB in the 312th, one such unit, the War Havoc, led a separate Tholian exodus to the Draco Dwarf satellite galaxy, where it was "beached" on a new colony world.)

The M81 versions of these hulls (and the frigates and destroyers the early Holdfast had) were armed with particle cannons as one of their main heavy weapons; the ships of the 312th had these weapons replaced with disruptors instead. PCs have weaker individual shots than disuptors in FC, but can be fired twice per turn (one of which can be overloaded). If you look at this sample Neo-Tholian Ship Card for FC, you can see how allowances are made for both disruptor and particle cannon armament; there are other rules governing combat in the home galaxy in the Reference Rulebook, such as no seeking weapons and no using of suicide shuttles.

However, one key weapon the Neos (from the NDD up) carry is the web caster; one of the key pieces of technology that bound the Will ltogether, and one which provided a very nasty surprise to the Coalition forces looking to defeat the Holdfast in Operation Nutcracker. (Web casters are able to lay web at range from the firing unit, which can make a ship's maneuver difficult and cause trouble for any incoming seeking weapons. They also have a "web fist" direct-fire mode, that can be used to punch at an enemy unit directly. However, given the limited availability of web casters in the Milky Way, both FC and SFB enforce strict deployment restrictions for web caster-equipped units in Holdfast Tholian fleets. If you want to get a sense of how dangerous the Tholians were back in the old galaxy, you merely need to try flying a Neo-Tholian force without any such restrictions.)


All well and good, you might think. But then, you may ask yourself; if web casters made the home galaxy Tholians so good, how on Earth (or, well, Tholia Prime) did anyone manage to overthrow them?

The seeds of their downfall came from their own success. While the Tholians had been able to conquer the entire M81 Galaxy (save for the odd inhabited nebula their webs wouldn't work properly in), the Tholians themselves were simply too few in number, and too alien in physiology, to enforce their will efficiently. (Their ancestral home world, Tholia Prime, was the only planet in all of known space that Tholians could live on unaided; even the open-air colony in Draco needs a web-based dust shield to lower the surface temperature to tolerable levels. This is one key reason why the Tholians built their Spheres; so they could settle the galaxy without bothering with planets infested with inferior carbon-based life forms.)

So, they established various enforcer species, who could do the hard work of overseeing slave species, chasing down pirate bands and putting down small-scale rebellions, leaving the Will to see to its own business relatively unmolested. However, the enforcers had an annoying habit of rebelling agaisnt Tholian rule; which, in light of the aforementioned web-based advantages the Will possessed, made this a losing proposition.

Eventually, the Tholians hit upon the idea of tailoring their own enforcer species themselves. They genetically engineered an insectoid species into the Seltorians (not least by encoding a "loyalty gene" into their DNA) and provided them with the ships, support units and weapons systems needed to do their thankless work.

The Seltorian fleet is shaped by this setup. Their ships (ranging from frigates to dreadnoughts; here's a look at their CA) are armed with the same particle cannons as the old galaxy Neos, but also use shield crackers to strip the shields of rebel or pirate hulls, at which point their generous numbers of marine squads can beam over and capture the miscreants (as the Tholians would consider them to be). Also, their fixed-location shipyards are supplemented by the use of Hive and Nest ships; massive hulls converted from cargo ships, each capablle of docking several smaller Seltorian ships, or even building new ones with access to enough external resources.

For a time, this went quite swimmingly for the Tholians; so much so that by the time of the Revolt, almost four-fifths of the ships enforcing the Will were Seltorian units. This was seen as acceptable, since the Seltorians had no battleships, and no answer to web... or so the Tholians thought. In truth, two things had happened to critically endanger the status quo; more and more Seltorians were being hatched without the loyalty gene (but with a fantical hatred of their masters in its place), and a key breakthrough enabled the Seltorians to refit their shield crackers into the dreaded web breakers.

Web breakers are an alternate firing option of shield crackers; instead of stripping a unit's shields, they instead degrade any strands of web they encounter. This is bad news for Tholian naval forces, since their key advantage is severely reduced by the use of web breakers; but it was fatal for most of the Tholian spheres, which relied on web to hold themselves together. And to make sure they could overcome the heaviest defences of the Tholian Will (and to provide the critical mass of web breaker fire needed to destabilise a sphere) the Seltorians took several of their Hive Ships, ripped out six of the eight docking bays, and replaced them with row upon row of side-firing web breakers. The seemingly-innocuous cargo hauler had suddenly become an instrument of mass xenocide the Seltorians were all too happy to unleash.

The Battlewagon was introduced to FC in Battleships Attack, and later made it over to SFB in Module R12; one of the few ships in the SFU to show up in FC first. Should it make it into wave 2, it would not only give Seltorian players a highly dangerous siege engine for use against enemy starbases (not least since the web breakers can still be fired as shield crackers) but would introduce something of the broad-siding dynamic which players of A Call to Arms: Noble Armada might be more used to (since the bulk of the BW's firepower would be in either the L or R arc; plus the unit itself would almost certainly be Lumbering, since even in FC and SFB the thing turns like a pig and cannot HET.)

Given their deadly connection to the (Neo-)Tholians, the Seltorians ended up with the distinction of being the first SFU-native empire to be formally published in both FC and Starmada; but should they get their biggest toys in wave 2, ACtA:SF will be the first game where they will be showcased with their most devastating siege engines right off the bat.

And did I mention that a Hive Ship (the Burning Torch of Vengeance) eventually shows up in the Alpha Octant looking for more Tholians to kill?


So, with all of that in mind, are there any ideas you have in terms of how the Neo-Tholians and Seltorians might work in this game system; and does the prospect of unleashing the apocalyptic battles of the Revolt (and the eventual rematches here in the Milky Way) sound like something you'd actually want to fight out for yourself?
 
Lincolnlog said:
Whew, Nerroth,

I have to commend you on that write up!

I'll second that! I had a very (rough) knowledge of the Tholians but I think that has just increased it tenfold :lol:
As to your question - no idea; but I would like to have the chance to fight with some of those forces. I always had soft spot for the Tholians (and the Gorns but that is another story) so the more of them the better in my book.

DW
 
Excellent primer.

The first thing we need to know is how webs will be handled - they've always been one of the few things I find dauntingly complex in SFB. Reflecting them in a playable way in ACtA will be a real achievement. The Web Breaker will evolve from that.

Also, Particle Cannon. The PC is a difficult weapon to use effectively in SFB - while it fires twice per turn, there has to be a delay between the shots, allowing the target to present a fresh shield. Perversely, the PC's firing delay is longer than the turn-break delay for weapons such as phasers and disruptors. A well-timed attack by a disruptror armed ship can outshoot a PC ship.
 
At the risk of being that guy who keeps mentioning FC (and occasionally Starmada) when referring to prior rule examples, I might note that FC (and Starmada) have already seen fresh takes on the rules needed to make web work. Both game engines see things somewhat slimmed down (as much as web can be slimmed down and still work in each game system); and perhaps ideas from one or more such takes can help turn web into an effective, yet (reasonably) comfortable system here.

As for PCs, Starmada (which also has a single firing opportunity per turn) abstracts it into a single "firing"; I'd imagine that something similar may happen here. Perhaps with more attack dice per weapon than a disruptor, but with a correspondingly lower amount of damage scored? That might give it more of a "sandpaper" effect, compared to more hard-hitting direct-fire options.

And for shield crackers, they shouldn't be too strong individually, but it would be interesting if they ignored the Klingon shield trick. (In SFB, the closest thing to said special rule is the Volley Reduction Factor of the outer shields on Lesser Magellanic Cloud starships; and SCs ignore that, so.)
 
Nomad said:
The first thing we need to know is how webs will be handled - they've always been one of the few things I find dauntingly complex in SFB. Reflecting them in a playable way in ACtA will be a real achievement.

We have already crunched them down to two pages of rules (!). The aim is to get them onto one. They will be using 3D (i.e translucent resin) webs on the table.
 
Resin strands of web?

Sounds like a diorama of this scene may be in order...


(By the way, how well do Marine operations work out so far in ACtA:SF? Given the high numbers of boarding parties that Seltorian ships average, and the "swarm marines" doctrine they were intended to use them for, it may end up that flying the Selts might be more akin to running a troop-happy fleet in ACtA:NA, even without that broad-siding monster of a Battlewagon; but only if the rules covering Marine squads allow them to make the most of this setup here.)
 
Boarding is only really hit and run raids - pretty much the same as in BFG - so it may well be best to import the ruels from one of the earlier editions of ACTA.

It may come in in for just that Empire or for all as otherwise Marines are a bit restricted in use at present.
 
If you look in the rules for the Annihilate scenario it says that play continues until all ships on one side are captured or destroyed. So, I hope that bodes well for rules in the next release on capturing ships with marines. I acquired a copy of the ACTA: B5 rules and they have a rule for boarding a ship that is basically an opposed crew check. This could be done and modified by the number of marines on a ship for both sides, troop quality, etc., but I think it would be more fun to have the troops shoot it out.

There are any number of ways to do this, but the simplest way I think would be to just have 1d6 rolled for each marine on a ship. Defenders cause 1 casualty to the attackers on a roll of 4+ while attackers cause a casualty on the roll of 5+. (Defenders have the advantage of cover, etc.) Adjustments (if any) for troop quality or racial advantages could just be by pluses or minuses on the roll. (+1 for elite troops for example.) If the defenders are reduced to 0 troops and the attackers still have enough troops to capture the ship, then they have control of the ship, but per other ADB products (SFB warning here) no weapons can be fired, etc. It is just captured and may do damage control. To make larger ships harder to capture/control, I think something simple like it takes 1 marine point for every 10 points (round up) of beginning damage of the ship to capture it.

What might be fun to add is a "Boarding Parties Away!" Special action. It would be an opposed crew roll. If the transporting ship wins, then it can "Flicker" its shields and board a ship without fully lowering the shields for the whole turn. If the ship performing the SA looses, it cannot find a time to drop the shields and transport without taking fire, so no troops are sent. (This SA would be just an alternative to dropping the shields for the entire turn to transport, which should still be allowed.) If that sounds too good for the attacker, then an alternative SA function could be that the troops must be sent, but that the shields are considered down for the entire turn as per the normal rules, as the enemy has detected the timing for the transport and fired when the 'flickered' shield is vulnerable.

Anyway, just some ideas for a simple system that could be used as 'home brew' until we get actual rules from Mongoose.
 
Boarding in ACTA : B5 works well
Its not normally a opposed CQ check - thats "Stand down and prepare to be boarded" :) - basically trying to make them surrender.

Boarding is a bit more complicated and involves Troops vs Troops but there is also the Crew score in that version which helps - it normally takes a coupel fo turns to resolve as the two sides shoot up the ship ;) .

- its likely easiest to use the NA version (thre is no crew score in that game either).
 
I am somewhat surprised that there are no boarding actions in the game; boarding is an option in both FC and SFB, plus the rules seen over in ACtA:NA seem like a decent basis for conversion.

In any event, boarding (as opposed to hit-and-run attacks) are technically open to almost everyone; it's more that the Seltorian line ships are particularly good at it due to their higher numbers of Marine squads per class. (That said, there are various types of commando ships in the SFU, which operate something like the gaillots seen in Noble Armada; useful both when capturing ships or launching the kind of ground-based operations we'll soon see in Star Fleet Marines: Assault!)
 
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